;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
9       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
6       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Abductions,         4, 0,  Bro, nil, 3, 4    ; AFl
Resistance,         5, 1,  no,  no,  0, 3    ; Alp
Cattle Mutilations, 3,-2,  Bro, nil, 3, 0    ; Amp
Once Removed,       4, 1,  Ato, nil, 1, 3    ; Ast
Twice Removed,      4,-1,  no,  no,  2, 3    ; Ato
Kick Alien Butt,    6,-1,  Ast, nil, 3, 4    ; Aut
Commerce,           4, 1,  Aut, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Destroy Mankind,    6,-1,  Ast, nil, 0, 4    ; Bro
Television,         5, 0,  Aut, nil, 0, 2    ; Cer
Adv. Alien Tech,    5,-1,  CoL, Cst, 1, 3    ; Che
Edge of Tomorrow,   1, 0,  Cst, Aut, 1, 0    ; Chi
Terror Squad,       4, 1,  E1,  Eng, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  Ast, nil, 2, 2    ; Cmn
Computers,          4, 1,  Cer, nil, 3, 4    ; Cmp
Modern Armed Forces,7,-1,  Aut, Gue, 2, 0    ; Csc
Energy Harness,     4, 0,  Whe, nil, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  Ast, nil, 2, 2    ; Dem
Implants,           4, 1,  AFl, nil, 2, 1    ; Eco
Terrestrial Biology,4, 0,  Amp, nil, 2, 4    ; E1 
Electronics,        4, 1,  Ast, nil, 3, 4    ; E2 
Gengineering,       4, 0,  E1,  Eco, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
The Terminator,     7,-2,  Whe, E1,  3, 0    ; Esp
Colonization,       5, 0,  Bro, nil, 2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  Aut, nil, 2, 4    ; Fli
Alien Government,   3,-2,  MT,  nil, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Gun, nil, 3, 0    ; Gue
Seventies Tech,     8,-2,  Aut, nil, 1, 0    ; Gun
Military Lasers,    4,-1,  Las, Ldr, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Interceptors,       5,-1,  Hor, Sth, 0, 4    ; Iro
Humvees,            4,-1,  Mob, Met, 3, 2    ; Lab
The Laser,          7, 0,  Aut, nil, 3, 3    ; Las
Cybernetics,        5,-1,  Mys, Nav, 1, 0    ; Ldr
Literacy,           5, 2,  Aut, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Cartography,        6,-1,  Aut, nil, 0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Alien Cults,        4,-1,  Pla, nil, 0, 3    ; Mat
Modern Medicine,    4, 0,  Aut, nil, 1, 1    ; Med
Special Forces,     6,-2,  Csc, nil, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  Gun, nil, 3, 0    ; Mob
Despotism,          5, 1,  Ast, nil, 0, 2    ; Mon
Mind Control,       5, 1,  Exp, nil, 1, 2    ; MT 
Information Age,    4, 0,  Cmp, Uni, 0, 2    ; Mys
Gravitics,          6,-1,  Phi, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  Roc, Phy, 3, 0    ; NP 
Alien Physics,      6, 1,  Phy, nil, 1, 2    ; Phi
Advanced Physics,   4,-1,  Uni, Sea, 1, 3    ; Phy
Crop Circles,       4, 1,  AFl, Exp, 3, 4    ; Pla
Fusion,             4, 0,  Pot, Hor, 1, 4    ; Plu
Rocketry,           4, 0,  Mob, Cmp, 0, 2    ; PT 
Nuclear Subs,       4, 1,  NP,  nil, 0, 1    ; Pot
Air Power,          5,-1,  War, Fli, 3, 4    ; Rad
Gravitic Transit,   6, 0,  Nav, nil, 2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  Aut, nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Nuclear War,        6,-2,  War, nil, 3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Warships,           4, 1,  Csc, nil, 0, 1    ; Sea
Bio Dome Technology,5, 0,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  NP,  Rad, 3, 0    ; Sth
Special Technology, 4,-1,  no,  no,  2, 3    ; SE 
Special Technology, 4,-1,  no,  no,  2, 4    ; Stl
Polymer Armor,      6,-3,  no,  no,  3, 4    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  Lit, nil, 1, 3    ; Uni
Cruise Missiles,    4,-1,  PT,  Phy, 0, 0    ; War
Plasma Weapons,     4,-1,  Plu, nil, 0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  Chi, Cst, 3, 3    ; ...
Sympathizers,       7,-2,  MT,  nil, 3, 0    ; U1 
Organic Electronics,6,-2,  no,  no,  3, 0    ; U2 
Downed Mothership,  8,-1,  Ast, nil, 3, 0    ; U3 
Mattermission,      3, 0,  no,  no,  3, 3    ; X1 
Area 51 Tech,       3, 0,  Ast, nil, 3, 2    ; X2 
Recovered Debris,   3, 0,  Ast, nil, 3, 3    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    nil,
Military Base,             4, 1,    Gun,
Hospital,                  6, 0,    no, 
TV Stations,               4, 0,    Cer,
Shopping Mall,             8, 0,    Ban,
Internet Hookups,          8, 0,    Mys,
Courthouse,                8, 0,    nil,
Shield Screen,             8, 0,    Cst,
Water System,              8, 0,    nil,
Bank,                     12, 0,    Ban,
Implant Lab,              12, 0,    Eco,
University,               16, 0,    Uni,
Mass Transit,             16, 0,    no, 
Sports Stadium,           10, 0,    Aut,
Factory,                  20, 0,    nil,
Manufacturing Plant,      32, 0,    nil,
Anti-Nuclear Device,      10, 0,    Cst,
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    nil,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    no, 
The Suburbs,              12, 1,    Gun,
Chain Supermarkets,        8, 0,    Rfg,
Superhighways,            20, 5,    no, 
Reverse Engineering Lab,  16, 1,    Phi,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Fusion Power Plant,        4, 0,    Plu,
Harbor,                    6, 0,    Aut,
Offshore Platform,        16, 0,    Cer,
Airport,                  16, 1,    Rad,
Police Station,            6, 1,    Dem,
Naval Base,                8, 1,    Sea,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Money),                  60, 0,    nil,
Abductions,               20, 0,    AFl,
Hanging Gardens,          20, 0,    no, 
New York Harbor,          20, 0,    nil,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Sattelite Broadcasting,   30, 0,    Mys,
Starshield,               30, 0,    Cst,
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Captive Alien,            30, 0,    X3, 
Magellan's Expedition,    40, 0,    no, 
Secret Police HQ,         30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
Alien Messiah,            40, 0,    Mat,
English Universities,     40, 0,    nil,
OPEC Oil Fields,          40, 0,    nil,
New Area 51,              40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    nil,
Hoover Dam,               60, 0,    no, 
We Must Use Nukes,        100, 0,    Roc,
United Nations,           60, 0,    nil,
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Alien Mind Control,       60, 0,    Fun,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Abductions
RR,         ; Hanging Gardens
nil,        ; New York Harbor
Mag,        ; Lighthouse
E1,         ; Great Library
nil,        ; Sattelite Broadcasting
nil,        ; Starshield
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Captive Alien
nil,        ; Magellan's Expedition
nil,        ; Secret Police HQ
Aut,        ; Leonardo's Workshop
nil,        ; Alien Messiah
nil,        ; English Universities
nil,        ; OPEC Oil Fields
nil,        ; New Area 51
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; We Must Use Nukes
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Alien Mind Control


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Engineers,    Exp, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000010
Colony Ships, Aut, 1,  4.,0,  0a,6d,  2h,2f, 14,0,  5, nil, 000000000000001
Terminators,  nil, 0,  3.,0,  8a,5d,  5h,4f, 12,0,  1, Esp, 000000000000000
Alien Tanks,  Aut, 3,  3.,0,  9a,6d,  8h,4f, 20,0,  0, Whe, 000000000000000
Triffid Tank, nil, 3,  2.,0,  9a,6d, 10h,9f, 20,0,  1, no,  000000000000000
Junk,         no,  0,  6.,0, 10a,10d, 4h,3f,  8,0,  0, no,  000001000000010
Abductor,     nil, 1, 10.,0, 16a,8d,  4h,4f,  2,0,  0, no,  000000000000000
Musketeers,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Terror Squad, nil, 0,  2.,0,  6a,6d,  3h,3f,  4,0,  0, CoL, 000101000000010
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Riflemen,     Csc, 0,  2.,0,  4a,4d,  2h,1f,  2,0,  1, Gun, 000000001000000
Army Infantry,Ldr, 0,  2.,0,  6a,5d,  2h,1f,  4,0,  1, Csc, 000000001000000
Marines,      Ldr, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Met, 000000001000100
Paratroopers, NP,  0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  6,0,  1, Lab, 000000000000000
Laser Marines,Plu, 0,  2.,0,  9a,6d,  4h,3f,  6,0,  0, Hor, 000000001000100
CyberMarines, Hor, 0,  2.,0,  8a,5d,  3h,2f,  6,0,  0, Ldr, 000000001000100
Fusion Trucks,Bro, 0,  3.,0, 12a,2d,  2h,8f, 12,0,  3, Plu, 010001101010011
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Plasma Droids,Aut, 0,  2.,0,  6a,4d,  3h,2f,  5,0,  1, Whe, 000001100000000
Plasma Marines,Bro, 0,  2.,0,  9a,6d,  5h,4f,  8,0,  0, Whe, 000000001000100
Laser Tanks,  nil, 0,  4.,0,  9a,6d,  5h,3f, 10,0,  0, Hor, 000000000000000
Tanks,        Hor, 0,  4.,0,  8a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Cybertanks,   Plu, 0,  4.,0,  8a,5d,  4h,2f,  9,0,  1, Nav, 000000000000000
Cannon,       NP,  0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Plaz Squirters,Aut, 0,  1.,0, 12a,3d,  3h,3f, 12,0,  0, Whe, 010000000000000
Howitzers,    nil, 0,  1.,0, 12a,2d,  1h,2f,  5,0,  0, Mob, 000000001000000
Jet Fighters, Sth, 1, 10.,4,  6a,6d,  2h,2f, 14,0,  3, Rad, 000000000010001
Bombers,      Sth, 1,  8.,2, 12a,2d,  2h,2f, 18,0,  0, Rad, 000000000000001
Helicopters,  NP,  1,  6.,0, 10a,3d,  2h,2f, 14,0,  0, no,  100000000000001
Adv. Fighters,Iro, 1, 14.,4,  8a,8d,  2h,2f, 18,0,  3, Sth, 000000000010001
Adv. Bombers, nil, 1, 12.,2, 14a,5d,  2h,2f, 22,0,  0, Sth, 000000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Mother Ship,  nil, 1, 12.,0, 40a,18d, 6h,5f, 30,3,  3, no,  000100000010001
Flying Saucer,nil, 1,  4.,0, 10a,10d, 3h,2f, 12,4,  3, no,  010000000010000
Interceptors, nil, 1, 30.,1,  8a,8d,  3h,3f, 16,2,  3, Iro, 000000000010001
SAM Missiles, nil, 1, 12.,1,  6a,3d,  3h,1f,  6,0,  3, PT,  010000000010100
Fleet,        nil, 2,  6.,0,  4a,4d,  3h,1f,  6,3,  4, Sea, 100000000000001
Big Fleet,    nil, 2,  5.,0,  6a,6d,  3h,2f,  8,3,  2, Sea, 100000000000001
AEGIS Cruiser,NP,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   NP,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Nuclear Subs, nil, 2,  8.,0, 10a,2d,  3h,2f,  6,0,  2, Pot, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Rad, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msls., nil, 1, 12.,1, 18a,0d,  3h,1f,  6,0,  0, War, 001000000000000
Nukes,        nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Laser AA Guns,nil, 0,  0.,0,  4a,4d,  4h,1f,  8,0,  1, Hor, 010000100000000
AA Guns,      Hor, 0,  0.,0,  4a,4d,  3h,1f,  8,0,  1, Gun, 010000100000000
Crashed Saucer,no,  0,  0.,0,  1a,3d,  0h,0f,  1,0,  1, no,  010000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Savannah,   1,2,  2,1,0,   Grs, 0,10, 3,   yes, 1,20,  3,  For,   ; Drt
Scrubland,  1,2,  1,1,0,   yes, 1, 5, 1,   yes, 1,20,  3,  Pln,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   yes, 1,20,  3,  For,   ; Grs
Forest,     2,3,  1,2,0,   Grs, 0, 5, 1,   no,  0, 5,  0,  For,   ; For
Taiga,      2,3,  1,2,0,   Tun, 0,10, 0,   no,  0,10,  0,  Hil,   ; Hil
Mountains,  4,5,  1,0,1,   yes, 1,10, 0,   yes, 2,10,  2,  Mou,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   yes, 2,20,  3,  Tun,   ; Tun
Glacier,    2,2,  0,0,0,   no,  1, 0, 0,   yes, 2,20,  3,  Gla,   ; Gla
Desert,     1,2,  0,1,0,   yes, 1,10, 4,   yes, 2,15,  3,  Pln,   ; Swa
Rainforest, 3,4,  1,2,0,   Drt, 0,15, 6,   no,  0,10,  0,  For,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Dead Cows,  1,2,  3,2,0,
Wine,       1,2,  1,1,4,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  3,2,0,
Timber,     2,3,  1,4,0,
Gold,       3,5,  1,0,6,
Caribou,    1,2,  3,1,1,
Ivory,      2,2,  1,1,4,
Oasis,      1,2,  3,1,1,
Fruit,      3,4,  4,2,1,
Fish,       1,2,  3,0,2,
Gems,       1,2,  2,1,4,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,4,
Bears,      2,3,  2,2,3,
Iron,       3,5,  1,3,1,
Oil,        1,2,  1,3,1,
Oil,        2,2,  0,3,0,
Oil,        1,2,  0,3,1,
Spice,      3,4,  2,2,4,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Syndicalism,    Chairman,    Chairwoman
Dictatorship,   General,     Empress
Communism,      Chairman,    Chairwoman
Mind Control,   Invader,     Invader
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Central AI,   Central AI,          0, 1, 1, Aliens,      Alien,       1,  1, -1,     4, Skylord, Skylord
Al Gore,      Libby Dole,          0, 2, 1, NATO,        NATO,       -1,  0,  1,     6, President, President
Kubila,       Corazon,             0, 3, 3, Third World, Third World, 1, -1,  1,     1, Generalissimo, Colonel, 6, President, President
Jiang Zemin,  Lylan Shin,          1, 4, 0, Asians,      Asian,       0,  0,  1,     5, Chairman, Chairwoman
Yeltsin,      Petrochenko,         0, 5, 1, Russians,    Russian,    -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      1,  1, -1,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
UFO Sightings
Cattle Mutilated
Anal Probing
Strange Impants
Close Encounter
War of the Worlds

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













